javascript - Tetris Javascript - 在画布上绘制网格
问题描述
我尝试将此行添加到我的draw()
函数中。但它只是创建一个描边边框。我正在寻找在游戏板上创建网格覆盖。
context.strokeStyle = "#fff";
context.strokeRect(0, 0, canvas.width, canvas.height);
感谢任何帮助或建议:
// Variable for Board
const canvas = document.getElementById('tetris');
const context = canvas.getContext('2d');
// 12(width) by 20(height) squares
const arena = createMatrix(12, 20);
context.scale(20, 20);
// Clear Board on Lose
function clearBoard() {
let rowCount = 1;
outer: for (let y = arena.length - 1; y > 0; --y) {
for (let x = 0; x < arena[y].length; ++x) {
if (arena[y][x] === 0) {
continue outer;
}
}
const row = arena.splice(y, 1)[0].fill(0); //takes complete row out
arena.unshift(row);
++y;
player.score += rowCount * 10;
rowCount *= 2;
}
}
// Create Boundaries to prevent out of canvas movement
function boundary(arena, player) {
const [m, o] = [player.matrix, player.pos];
for (let y = 0; y < m.length; ++y) {
for (let x = 0; x < m[y].length; ++x) {
if (m[y][x] !== 0 &&
(arena[y + o.y] &&
arena[y + o.y][x + o.x]) !== 0) {
return true;
}
}
}
return false;
}
function createMatrix(w, h) {
const matrix = [];
while (h--) {
matrix.push(new Array(w).fill(0));
}
return matrix;
}
function createPiece(type) {
if (type === 'T') {
return [
[0, 0, 0],
[1, 1, 1],
[0, 1, 0],
];
} else if (type === 'O') {
return [
[2, 2],
[2, 2],
];
} else if (type === 'L') {
return [
[0, 3, 0],
[0, 3, 0],
[0, 3, 3],
];
} else if (type === 'J') {
return [
[0, 4, 0],
[0, 4, 0],
[4, 4, 0],
];
} else if (type === 'I') {
return [
[0, 5, 0, 0],
[0, 5, 0, 0],
[0, 5, 0, 0],
[0, 5, 0, 0],
];
} else if (type === 'S') {
return [
[0, 6, 6],
[6, 6, 0],
[0, 0, 0],
];
} else if (type === 'Z') {
return [
[7, 7, 0],
[0, 7, 7],
[0, 0, 0],
];
}
}
function draw() {
context.fillStyle = '#000';
context.fillRect(0, 0, canvas.width, canvas.height);
drawMatrix(arena, { x: 0, y: 0 });
drawMatrix(player.matrix, player.pos);
}
function drawMatrix(matrix, offset) {
matrix.forEach((row, y) => {
row.forEach((value, x) => {
if (value !== 0) {
context.fillStyle = colors[value];
context.fillRect(x + offset.x, y + offset.y, 1, 1);
}
});
});
}
// Merge to boundard and piece when it touches bottom
function merge(arena, player) {
player.matrix.forEach((row, y) => {
row.forEach((value, x) => {
if (value !== 0) {
arena[y + player.pos.y][x + player.pos.x] = value;
}
});
});
}
// Movement for Down
function playerDrop() {
player.pos.y++;
if (boundary(arena, player)) {
player.pos.y--;
merge(arena, player);
playerReset();
clearBoard();
updateScore();
}
dropCounter = 0;
}
// Movement for Left/Right
function playerMove(offset) {
player.pos.x += offset;
if (boundary(arena, player)) {
player.pos.x -= offset;
}
}
// Movement for Rotation - Clockwise and Anti-Clockwise
function playerRotate(dir) {
const pos = player.pos.x;
// initialise offset variable
let offset = 1;
rotate(player.matrix, dir);
// Check collision
while (boundary(arena, player)) {
player.pos.x += offset;
offset = -(offset + (offset > 0 ? 1 : -1));
if (offset > player.matrix[0].length) {
rotate(player.matrix, -dir);
player.pos.x = pos;
return;
}
}
}
// Addon to confine to boundary
function rotate(matrix, dir) {
for (let y = 0; y < matrix.length; ++y) {
for (let x = 0; x < y; ++x) {
[
matrix[x][y],
matrix[y][x],
] = [
matrix[y][x],
matrix[x][y],
];
}
}
if (dir > 0) {
matrix.forEach(row => row.reverse());
} else {
matrix.reverse();
}
}
// Produce Random Piece / Reset Player Score on Lose
function playerReset() {
const pieces = 'ILJOTSZ';
player.matrix = createPiece(pieces[pieces.length * Math.random() | 0]);
player.pos.y = 0;
player.pos.x = (arena[0].length / 2 | 0) - (player.matrix[0].length / 2 | 0);
if (boundary(arena, player)) {
arena.forEach(row => row.fill(0));
player.score = 0;
updateScore();
}
}
// Timer Count
let dropCounter = 0; // prevent animation from dropping past canvas
let dropInterval = 1000; // 1sec drop speed
// Incremental Time
let lastTime = 0;
function update(time = 0) {
const deltaTime = time - lastTime;
lastTime = time;
dropCounter += deltaTime;
if (dropCounter > dropInterval) {
playerDrop();
}
draw();
requestAnimationFrame(update);
}
// Movement Controls
document.addEventListener('keydown', event => {
if (event.keyCode === 37) { // KeyLeft : Move Left
playerMove(-1);
} else if (event.keyCode === 39) { // KeyRight : Move Right
playerMove(1);
} else if (event.keyCode === 40) { // KeyDown : Move Down 1 Step
playerDrop();
} else if (event.keyCode === 40 * 2) {
} else if (event.keyCode === 81) { // Q : Rotate Anti-Clockwise
playerRotate(-1);
} else if (event.keyCode === 69) { // E : Rotate Clockwise
playerRotate(1);
}
});
// Track Score
function updateScore() {
document.getElementById('score').innerText = player.score;
}
// Random Color for Bricks via Index
const colors = [
null,
'#FF0D72',
'#0DC2FF',
'#0DFF72',
'#F538FF',
'#FF8E0D',
'#FFE138',
'#3877FF',
];
// Game Init Settings
const player = {
pos: { x: 0, y: 0 },
matrix: null,
score: 0,
}
playerReset();
updateScore();
update();
<html>
<head>
<Title>Tetris</Title>
<style>
body {
background: #202028;
color: #fff;
font-family: sans-serif;
font-size: 2em;
text-align: center;
}
canvas {
border: solid .2em #fff;
height: 80vh;
}
div#display {
font-size: .5em !important;
}
#instruction {
font-size: .3em !important;
}
</style>
</head>
<body>
<div id="display">
Score:
<div id="score"></div>
</div>
<canvas id="tetris" width="240" height="400"></canvas>
<script src="tetris.js"></script>
<div id="instruction">
<p>Movement Controls:</p>
<p>KeyDown , KeyLeft, KeyRight</p>
<p>Q : Rotate Counter-Clockwise, E : Rotate Clockwise</p>
</div>
</body>
</html>
解决方案
因为您的画布太小以至于您无法绘制网格,您仍然可以使用以下函数创建由单元格组成的网格:
function drawGrid(arena) {
arena.forEach((row, y) => {
row.forEach((value, x) => {
const isEvenX = x % 2 != 0;
const isEvenY = y % 2 != 0;
const color = isEvenX ?
isEvenY ? "#292929" : "#212121" :
isEvenY ? "#212121" : "#292929";
context.fillStyle = color;
context.fillRect(x, y, 1, 1);
});
});
}
// Variable for Board
const canvas = document.getElementById('tetris');
const context = canvas.getContext('2d');
// 12(width) by 20(height) squares
const arena = createMatrix(12, 20);
context.scale(20, 20);
// Clear Board on Lose
function clearBoard() {
let rowCount = 1;
outer: for (let y = arena.length - 1; y > 0; --y) {
for (let x = 0; x < arena[y].length; ++x) {
if (arena[y][x] === 0) {
continue outer;
}
}
const row = arena.splice(y, 1)[0].fill(0); //takes complete row out
arena.unshift(row);
++y;
player.score += rowCount * 10;
rowCount *= 2;
}
}
// Create Boundaries to prevent out of canvas movement
function boundary(arena, player) {
const [m, o] = [player.matrix, player.pos];
for (let y = 0; y < m.length; ++y) {
for (let x = 0; x < m[y].length; ++x) {
if (m[y][x] !== 0 &&
(arena[y + o.y] &&
arena[y + o.y][x + o.x]) !== 0) {
return true;
}
}
}
return false;
}
function createMatrix(w, h) {
const matrix = [];
while (h--) {
matrix.push(new Array(w).fill(0));
}
return matrix;
}
function createPiece(type) {
if (type === 'T') {
return [
[0, 0, 0],
[1, 1, 1],
[0, 1, 0],
];
} else if (type === 'O') {
return [
[2, 2],
[2, 2],
];
} else if (type === 'L') {
return [
[0, 3, 0],
[0, 3, 0],
[0, 3, 3],
];
} else if (type === 'J') {
return [
[0, 4, 0],
[0, 4, 0],
[4, 4, 0],
];
} else if (type === 'I') {
return [
[0, 5, 0, 0],
[0, 5, 0, 0],
[0, 5, 0, 0],
[0, 5, 0, 0],
];
} else if (type === 'S') {
return [
[0, 6, 6],
[6, 6, 0],
[0, 0, 0],
];
} else if (type === 'Z') {
return [
[7, 7, 0],
[0, 7, 7],
[0, 0, 0],
];
}
}
function draw() {
context.fillStyle = '#000';
context.fillRect(0, 0, canvas.width, canvas.height);
drawGrid(arena);
drawMatrix(arena, {
x: 0,
y: 0
});
drawMatrix(player.matrix, player.pos);
}
function drawGrid(arena) {
arena.forEach((row, y) => {
row.forEach((value, x) => {
const isEvenX = x % 2 != 0;
const isEvenY = y % 2 != 0;
const color = isEvenX ?
isEvenY ? "#292929" : "#212121" :
isEvenY ? "#212121" : "#292929";
context.fillStyle = color;
context.fillRect(x, y, 1, 1);
});
});
}
function drawMatrix(matrix, offset) {
matrix.forEach((row, y) => {
row.forEach((value, x) => {
if (value !== 0) {
context.fillStyle = colors[value];
context.fillRect(x + offset.x, y + offset.y, 1, 1);
}
});
});
}
// Merge to boundard and piece when it touches bottom
function merge(arena, player) {
player.matrix.forEach((row, y) => {
row.forEach((value, x) => {
if (value !== 0) {
arena[y + player.pos.y][x + player.pos.x] = value;
}
});
});
}
// Movement for Down
function playerDrop() {
player.pos.y++;
if (boundary(arena, player)) {
player.pos.y--;
merge(arena, player);
playerReset();
clearBoard();
updateScore();
}
dropCounter = 0;
}
// Movement for Left/Right
function playerMove(offset) {
player.pos.x += offset;
if (boundary(arena, player)) {
player.pos.x -= offset;
}
}
// Movement for Rotation - Clockwise and Anti-Clockwise
function playerRotate(dir) {
const pos = player.pos.x;
// initialise offset variable
let offset = 1;
rotate(player.matrix, dir);
// Check collision
while (boundary(arena, player)) {
player.pos.x += offset;
offset = -(offset + (offset > 0 ? 1 : -1));
if (offset > player.matrix[0].length) {
rotate(player.matrix, -dir);
player.pos.x = pos;
return;
}
}
}
// Addon to confine to boundary
function rotate(matrix, dir) {
for (let y = 0; y < matrix.length; ++y) {
for (let x = 0; x < y; ++x) {
[
matrix[x][y],
matrix[y][x],
] = [
matrix[y][x],
matrix[x][y],
];
}
}
if (dir > 0) {
matrix.forEach(row => row.reverse());
} else {
matrix.reverse();
}
}
// Produce Random Piece / Reset Player Score on Lose
function playerReset() {
const pieces = 'ILJOTSZ';
player.matrix = createPiece(pieces[pieces.length * Math.random() | 0]);
player.pos.y = 0;
player.pos.x = (arena[0].length / 2 | 0) - (player.matrix[0].length / 2 | 0);
if (boundary(arena, player)) {
arena.forEach(row => row.fill(0));
player.score = 0;
updateScore();
}
}
// Timer Count
let dropCounter = 0; // prevent animation from dropping past canvas
let dropInterval = 1000; // 1sec drop speed
// Incremental Time
let lastTime = 0;
function update(time = 0) {
const deltaTime = time - lastTime;
lastTime = time;
dropCounter += deltaTime;
if (dropCounter > dropInterval) {
playerDrop();
}
draw();
requestAnimationFrame(update);
}
// Movement Controls
document.addEventListener('keydown', event => {
if (event.keyCode === 37) { // KeyLeft : Move Left
playerMove(-1);
} else if (event.keyCode === 39) { // KeyRight : Move Right
playerMove(1);
} else if (event.keyCode === 40) { // KeyDown : Move Down 1 Step
playerDrop();
} else if (event.keyCode === 40 * 2) {
} else if (event.keyCode === 81) { // Q : Rotate Anti-Clockwise
playerRotate(-1);
} else if (event.keyCode === 69) { // E : Rotate Clockwise
playerRotate(1);
}
});
// Track Score
function updateScore() {
document.getElementById('score').innerText = player.score;
}
// Random Color for Bricks via Index
const colors = [
null,
'#FF0D72',
'#0DC2FF',
'#0DFF72',
'#F538FF',
'#FF8E0D',
'#FFE138',
'#3877FF',
];
// Game Init Settings
const player = {
pos: {
x: 0,
y: 0
},
matrix: null,
score: 0,
}
playerReset();
updateScore();
update();
<html>
<head>
<Title>Tetris</Title>
<style>
body {
background: #202028;
color: #fff;
font-family: sans-serif;
font-size: 2em;
text-align: center;
}
canvas {
border: solid .2em #fff;
height: 80vh;
}
div#display {
font-size: .5em !important;
}
#instruction {
font-size: .3em !important;
}
</style>
</head>
<body>
<div id="display">
Score:
<div id="score"></div>
</div>
<canvas id="tetris" width="240" height="400"></canvas>
<script src="tetris.js"></script>
<div id="instruction">
<p>Movement Controls:</p>
<p>KeyDown , KeyLeft, KeyRight</p>
<p>Q : Rotate Counter-Clockwise, E : Rotate Clockwise</p>
</div>
</body>
</html>
推荐阅读
- php - 如何链接到页面的特定部分 HTML PHP
- c# - 当后端代码中的简单键值变量工作相同时,为什么要使用 redis 作为缓存层?
- google-apps-script - Google Slides Apps 脚本检索页面中的形状
- python-3.x - 在 KNeighborsClassifier 中使用自定义指标时,我不断收到“TypeError:只有整数标量数组可以转换为标量索引”
- java - JavaFX - 在使用选项卡时将 GUI 拆分为单独的类
- jquery - 通过函数调整电子窗口大小
- scheme - 匹配方案中的括号
- android - 当我使用 adb 显示 /sys/kernel/debug/tracing/available_filter_functions 时没有这样的设备
- python - 初始化以迭代抽象pyomo模型中的集合?
- angular-cli - 运行 ng serve -o 时出现错误